Read Me

Original Completion Date: June 16th, 1998
===========================================================================
Title : Canyon
Filename : Canyon.wad
Author : Derek McBurney,
This is most likely my last entry to the DOOM
world so I tried my best.
Homepage : http://tsunami2000.cjb.net/
Version : 1.3 as of October 10th, 1998
*Different Build, no glitches
*Map is a little easier but still hard
*Fixed lighting problems
1.2 as of July 5th, 1998
*Texture alignment.
*Even more special light sectors added.
*Fixed texture missing at end of map.
*Integrity checked and passed.
*Some graphics added.
*Added ENDOOM text when you exit.
1.1 as of June 21st, 1998
*More Light Fixtures added.
*Fixed 1 glowing light problem.
*Commander Keen room ceiling smaller.
*Fixed not being able to access a secret.
1.0 as of June 16th, 1998
*Original Release
Email Address : thetsunami@hotmail.com
Description : Kick butt in a cool canyon warzone!
Previous levels : **DOOM2:
Derek's Doom Levels - derek.wad
Canyon 1.0 - Canyon.wad
**QUAKE:
Volcano Base - derekdm1.bsp
The Arena - derekdm2.bsp
The Stadium - derekdm3.bsp
**QUAKE II:
Vantage Point - vantage.bsp
Death Perception - deathper.bsp
The Fatality Zone - fatalzne.bsp
Additional Credits to : id software! The DOOM hacker's guide!
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* Play Information *
Episode and Level # : MAP01 for DOOM2.
Single Player : Yes,
Secrets to Canyon...
***Only read this if you need help in this map***
There might be some secrets I am not telling in this
list so search for them and find them!
Secret #1: Once you start the level, the room you start in has
some water, walk on it and it takes you to an item.
Secret #2: Enter the hallway that is right in front of the start.
Once in turn to face the door and shoot the texture
on the left that is different from the others, you
will get a chainsaw.
Secret #3: In the main courtyard (right when you get off the
lift) head to the left wall where 4 helmets are in
a square pattern, enter the square and you will lower
to a partial invisibility.
Secret #4: In the courtyard head to your right and go off the
bridge, in to the dark water area. Search and you
will find the Double Barrel Shotgun.
Secret #5: In the green "tech" room after the stone room, go
shoot the right pillar's blue triangle texture and
the floor right there will raise and you get an item.
Secret #6: Shoot the left pillar's blue triangle texture and go
to the stone room and go left off the bridge to the
dark water place. A passage has opened up and a blue
armor is inside.
Secret #7: The white hallway with the blue key lift has a secret.
Press that lift and turn around and run straight to
the corner, where a wall has lowered, press the switch
and lower the wall that raised again to get out.
Go to the green "tech" slime room, and the supercharge
is lowered.
Secret #8: In the canyon where the river is and all the
teleporting monsters are there is a switch, if you go
to the right of where you entered and look around.
Press it and the floor raises up and you can get stuff.
Secret #9: In the cyberdemon room after the blue hallway after the
end of the canyon there is a grey texture with a design
different then the others. Press it and run back into
the blue hallway and the windows are temporarily open
Grab the goodies in the water.
Secret #10: ********Mega Sphere Secret, Find it yourself********
Secret #11: *****The Commander Keens secret, Find it yourself***
By the way, this secret is at the very end. When you
find the secret, on easier skills there will be less
Keens to kill, on the harder skills there will be
more keens to kill! Cool!
***Only read this if you need help to finish map****
Hint #1: If you can't reach a switch. Try shooting it with a
pistol, shotgun, super shotgun or chaingun.
Hint #2: Get the Spider Master Minds to fight each other and
then kill the weakened winner.
Hint #3: Run past the duo of Cyber Demons and head for the
switch, press it and run back, The Cyber's will get
trapped. Make sure you get off the rising platform!
Cooperative 2-4 Player : Yes,
I did a lot of work on this map to make it great
for cooperative play. Actually it is very similar
to single player, with 2 exceptions. The first is
there are more enemies in cooperative. The second
is, to finish the map on coop (the SP exit is not
accessible in coop) you must do a cooperative exit
To do it, there is a switch in the Cyberdemon room
that is available after you destroy the Spider
Master Mind. Press it and a lift just out of run
reach from the switch lowers and raises. So I think
you can figure out how to team up to get on the lift
Once on the lift there is a switch that lowers it
again so your teammate can reach the lift and is not
stuck below. Then, you better have your buddy with
you above the lift for this part. There are two
hallways with two switches. The switches (when both
turned on) open the large door in this room. Go
into one of the hallways and when you reach the
switch and press it the hall closes. Your stuck. So
if your buddy goes to the OTHER hallway and presses
that switch he opens the main door open and frees
you. Now you can free your buddy by pressing the
switch again, or walk through the main door passage
automatically freeing him. Now kick butt and finish
the remainder of this level! The Single Player part
converges into this point. Once you have finished
that part, if you die and get sent back to the start,
open the door in front of you and turn to the left
in the hallway. There is a teleport which sends you
to just after the cooperative switch section.
Deathmatch 2-4 Player : Yes,
I did a lot of work on this map to make it great
deathmatch and it was hell doing it. I had to make
the deathmatch spots inaccessible in Single Player
because the DM spots need to start near a trigger
that opens up many doors and teleports to make the
map interconnected for Deathmatch. (makes DM faster
and funner). If those triggers were accessible in
single player you would not need to do much of the
level in order to finish it.
Also, I made a trigger by each DM spot to close off
a good chunk of the single player map because if that
section was available in DM the level would be too
large for a good Deathmatch game. So don't get
confused when you start in a wierd spot in DM, just
walk around the room your in and you will set off the
trigger which connects the level. I did a lot of work
on Deathmatch so you'd better like it!
Difficulty Settings : Yes
New Sounds : No
New Sprites : No
New Textures : Yes, The DOOM 1, EPISODE 1 sky, waterfall, and laser
textures.
New Music : Yes, "Metallica - Enter Sandman", DOOM format.
Demos Replaced : None
* Construction *
Base : New level from scratch
Editor(s) used : Doom II CAD (cool and easy) and Waded
Known Bugs : Not in my level, baby.
Map Statistics :-Linedefs - 1547+
-Sectors - 352+
-Verticies - 1205+
-Map Size - 214 Kilobytes
-Map Size with graphics & stuff - 508 Kilobytes
-Deathmatch Spawnpoints - 8+
-Activated Triggers and Buttons - 55+
-Contruction Time - 4 months (on+off, probably 48 real
hours work on this map)
* Files included in this package *
canyon.zip (146 kb) - The entire package.
canyon.wad (508 kb) - The music, graphics and map.
canyon.txt (11 kb) - This text file.
* Copyright / Permissions *
Authors may NOT use these levels as a base to build additional
levels!!!!
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, Internet, CD, etc) as long as you include this file
intact. You must ask for permission for using this level on an addon cd
or something. If you don't and I find this add-on collection, prepare
for some serious consequences! (By the way, I'm a nice person, so if
you ask I will 99% of the time say "yes" to putting this map on a
collection).
(c) Derek McBurney, 1998.
* Download Sites *
http://tsunami2000.cjb.net/ -Derek Soft Online.